
//**************************************************************************
//**
//** r_things.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: r_things.c,v $
//** $Revision: 1.26 $
//** $Date: 96/01/06 18:37:42 $
//** $Author: bgokey $
//**
//**************************************************************************

#include <stdio.h>
#include <stdlib.h>
#include "h2def.h"
#include "r_local.h"

void R_DrawColumn (void);
void R_DrawFuzzColumn (void);
void R_DrawAltFuzzColumn(void);
//void R_DrawTranslatedAltFuzzColumn(void);

typedef struct
{
	int		x1, x2;

	int		column;
	int		topclip;
	int		bottomclip;
} maskdraw_t;

/*

Sprite rotation 0 is facing the viewer, rotation 1 is one angle turn CLOCKWISE around the axis.
This is not the same as the angle, which increases counter clockwise
(protractor).  There was a lot of stuff grabbed wrong, so I changed it...

*/


fixed_t		pspritescale, pspriteiscale;

lighttable_t	**spritelights;

// constant arrays used for psprite clipping and initializing clipping
short	negonearray[SCREENWIDTH];
short	screenheightarray[SCREENWIDTH];

boolean LevelUseFullBright;
/*
===============================================================================

						INITIALIZATION FUNCTIONS

===============================================================================
*/

// variables used to look up and range check thing_t sprites patches
spritedef_t		*sprites;
int				numsprites;

spriteframe_t	sprtemp[30];
int				maxframe;
char			*spritename;



/*
=================
=
= R_InstallSpriteLump
=
= Local function for R_InitSprites
=================
*/

void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, boolean flipped)
{
	int		r;

	if (frame >= 30 || rotation > 8)
		I_Error ("R_InstallSpriteLump: Bad frame characters in lump %i", lump);

	if ((int)frame > maxframe)
		maxframe = frame;

	if (rotation == 0)
	{
// the lump should be used for all rotations
		if (sprtemp[frame].rotate == false)
			I_Error ("R_InitSprites: Sprite %s frame %c has multip rot=0 lump"
			, spritename, 'A'+frame);
		if (sprtemp[frame].rotate == true)
			I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump"
			, spritename, 'A'+frame);

		sprtemp[frame].rotate = false;
		for (r=0 ; r<8 ; r++)
		{
			sprtemp[frame].lump[r] = lump - firstspritelump;
			sprtemp[frame].flip[r] = (byte)flipped;
		}
		return;
	}

// the lump is only used for one rotation
	if (sprtemp[frame].rotate == false)
		I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump"
		, spritename, 'A'+frame);

	sprtemp[frame].rotate = true;

	rotation--;		// make 0 based
	if (sprtemp[frame].lump[rotation] != -1)
		I_Error ("R_InitSprites: Sprite %s : %c : %c has two lumps mapped to it"
		,spritename, 'A'+frame, '1'+rotation);

	sprtemp[frame].lump[rotation] = lump - firstspritelump;
	sprtemp[frame].flip[rotation] = (byte)flipped;
}

/*
=================
=
= R_InitSpriteDefs
=
= Pass a null terminated list of sprite names (4 chars exactly) to be used
= Builds the sprite rotation matrixes to account for horizontally flipped
= sprites.  Will report an error if the lumps are inconsistant
=Only called at startup
=
= Sprite lump names are 4 characters for the actor, a letter for the frame,
= and a number for the rotation, A sprite that is flippable will have an
= additional letter/number appended.  The rotation character can be 0 to
= signify no rotations
=================
*/

void R_InitSpriteDefs (char **namelist)
{
	char		**check;
	int		i, l, intname, frame, rotation;
	int		start, end;

// count the number of sprite names
	check = namelist;
	while (*check)
		check++;
	numsprites = check-namelist;

	if (!numsprites)
		return;

	sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);

	start = firstspritelump-1;
	end = lastspritelump+1;

// scan all the lump names for each of the names, noting the highest
// frame letter
// Just compare 4 characters as ints
   printf("Numsprites:%d\n",numsprites);

	for (i=0 ; i<numsprites ; i++)
	{
		spritename = namelist[i];
		memset (sprtemp,-1, sizeof(sprtemp));

		maxframe = -1;
//		intname = *((int *)namelist[i]);


		//
		// scan the lumps, filling in the frames for whatever is found
		//
//			if (*(int *)lumpinfo[l].name == *(int *)spritename)
		for (l=start+1 ; l<end ; l++)
			if (!strncmp(lumpinfo[l].name,spritename,4))
			{
				frame = lumpinfo[l].name[4] - 'A';
				rotation = lumpinfo[l].name[5] - '0';
				R_InstallSpriteLump (l, frame, rotation, false);
				if (lumpinfo[l].name[6])
				{
					frame = lumpinfo[l].name[6] - 'A';
					rotation = lumpinfo[l].name[7] - '0';
					R_InstallSpriteLump (l, frame, rotation, true);
				}
			}

		//
		// check the frames that were found for completeness
		//
		if (maxframe == -1)
		{
			//continue;
			sprites[i].numframes = 0;
			if (shareware)
				continue;
			I_Error ("R_InitSprites: No lumps found for sprite %s"
			,namelist[i]);
		}

		maxframe++;
		for (frame = 0 ; frame < maxframe ; frame++)
		{
			switch ((int)sprtemp[frame].rotate)
			{
			case -1:	// no rotations were found for that frame at all
				I_Error ("R_InitSprites: No patches found for %s frame %c"
				, namelist[i], frame+'A');
			case 0:	// only the first rotation is needed
				break;

			case 1:	// must have all 8 frames
				for (rotation=0 ; rotation<8 ; rotation++)
					if (sprtemp[frame].lump[rotation] == -1)
						I_Error ("R_InitSprites: Sprite %s frame %c is missing rotations"
						, namelist[i], frame+'A');
			}
		}

		//
		// allocate space for the frames present and copy sprtemp to it
		//
		sprites[i].numframes = maxframe;
		sprites[i].spriteframes =
			Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
		memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
	}

}


/*
===============================================================================

							GAME FUNCTIONS

===============================================================================
*/

vissprite_t	vissprites[MAXVISSPRITES], *vissprite_p;
int			newvissprite;


/*
===================
=
= R_InitSprites
=
= Called at program start
===================
*/

void R_InitSprites (char **namelist)
{
	int		i;

	for (i=0 ; i<SCREENWIDTH ; i++)
	{
		negonearray[i] = -1;
	}

	R_InitSpriteDefs (namelist);
}


/*
===================
=
= R_ClearSprites
=
= Called at frame start
===================
*/

void R_ClearSprites (void)
{
	vissprite_p = vissprites;
}


/*
===================
=
= R_NewVisSprite
=
===================
*/

vissprite_t		overflowsprite;

vissprite_t *R_NewVisSprite (void)
{
	if (vissprite_p == &vissprites[MAXVISSPRITES])
		return &overflowsprite;
	vissprite_p++;
	return vissprite_p-1;
}


/*
================
=
= R_DrawMaskedColumn
=
= Used for sprites and masked mid textures
================
*/

short		*mfloorclip;
short		*mceilingclip;
fixed_t		spryscale;
fixed_t		sprtopscreen;
fixed_t		sprbotscreen;

void R_DrawMaskedColumn (column_t *column, signed int baseclip)
{
	int		topscreen, bottomscreen;
	fixed_t	basetexturemid;

	basetexturemid = dc_texturemid;

	for ( ; column->topdelta != 0xff ; )
	{
// calculate unclipped screen coordinates for post
		topscreen = sprtopscreen + spryscale*column->topdelta;
		bottomscreen = topscreen + spryscale*column->length;
		dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
		dc_yh = (bottomscreen-1)>>FRACBITS;

		if (dc_yh >= mfloorclip[dc_x])
			dc_yh = mfloorclip[dc_x]-1;
		if (dc_yl <= mceilingclip[dc_x])
			dc_yl = mceilingclip[dc_x]+1;

		if(dc_yh >= baseclip && baseclip != -1)
			dc_yh = baseclip;

		if (dc_yl <= dc_yh)
		{
			dc_source = (byte *)column + 3;
			dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
//			dc_source = (byte *)column + 3 - column->topdelta;
			colfunc ();		// either R_DrawColumn or R_DrawFuzzColumn
		}
		column = (column_t *)(  (byte *)column + column->length + 4);
	}

	dc_texturemid = basetexturemid;
}


/*
================
=
= R_DrawVisSprite
=
= mfloorclip and mceilingclip should also be set
================
*/

void R_DrawVisSprite (vissprite_t *vis, int x1, int x2)
{
	column_t	*column;
	int			texturecolumn;
	fixed_t		frac;
	patch_t		*patch;
	fixed_t		baseclip;


	patch = W_CacheLumpNum(vis->patch+firstspritelump, PU_CACHE);

	dc_colormap = vis->colormap;

//	if(!dc_colormap)
//		colfunc = fuzzcolfunc;	// NULL colormap = shadow draw

	if(vis->mobjflags&(MF_SHADOW|MF_ALTSHADOW))
	{
		if(vis->mobjflags&MF_TRANSLATION)
		{
			colfunc = R_DrawTranslatedFuzzColumn;
			dc_translation = translationtables-256
				+vis->class*((MAXPLAYERS-1)*256)+
				((vis->mobjflags&MF_TRANSLATION)>>(MF_TRANSSHIFT-8));
		}
		else if(vis->mobjflags&MF_SHADOW)
		{ // Draw using shadow column function
			colfunc = fuzzcolfunc;
		}
		else
		{
			colfunc = R_DrawAltFuzzColumn;
		}
	}
	else if(vis->mobjflags&MF_TRANSLATION)
	{
		// Draw using translated column function
		colfunc = R_DrawTranslatedColumn;
		dc_translation = translationtables-256
			+vis->class*((MAXPLAYERS-1)*256)+
			((vis->mobjflags&MF_TRANSLATION)>>(MF_TRANSSHIFT-8));
	}

	dc_iscale = abs(vis->xiscale)>>detailshift;
	dc_texturemid = vis->texturemid;
	frac = vis->startfrac;
	spryscale = vis->scale;

	sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);

	// check to see if vissprite is a weapon
	if(vis->psprite)
	{
		dc_texturemid += FixedMul(((centery-viewheight/2)<<FRACBITS),
			vis->xiscale);
		sprtopscreen += (viewheight/2-centery)<<FRACBITS;
	}

	if(vis->floorclip && !vis->psprite)
	{
		sprbotscreen = sprtopscreen+FixedMul(patch->height<<FRACBITS,
			spryscale);
		baseclip = (sprbotscreen-FixedMul(vis->floorclip, 
			spryscale))>>FRACBITS;
	}
	else
	{
		baseclip = -1;
	}

	for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
	{
		texturecolumn = frac>>FRACBITS;
#ifdef RANGECHECK
		if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
			I_Error ("R_DrawSpriteRange: bad texturecolumn");
#endif
		column = (column_t *) ((byte *)patch +
		 LONG(patch->columnofs[texturecolumn]));
		 R_DrawMaskedColumn (column, baseclip);
	}

	colfunc = basecolfunc;
}



/*
===================
=
= R_ProjectSprite
=
= Generates a vissprite for a thing if it might be visible
=
===================
*/

void R_ProjectSprite (mobj_t *thing)
{
	fixed_t		trx,try;
	fixed_t		gxt,gyt;
	fixed_t		tx,tz;
	fixed_t		xscale;
	int			x1, x2;
	spritedef_t	*sprdef;
	spriteframe_t	*sprframe;
	int			lump;
	unsigned	rot;
	boolean		flip;
	int			index;
	vissprite_t	*vis;
	angle_t		ang;
	fixed_t		iscale;

	if(thing->flags2&MF2_DONTDRAW)
	{ // Never make a vissprite when MF2_DONTDRAW is flagged.
		return;
	}

//
// transform the origin point
//
	trx = thing->x - viewx;
	try = thing->y - viewy;

	gxt = FixedMul(trx,viewcos);
	gyt = -FixedMul(try,viewsin);
	tz = gxt-gyt;

	if (tz < MINZ)
		return;		// thing is behind view plane
	xscale = FixedDiv(projection, tz);

	gxt = -FixedMul(trx,viewsin);
	gyt = FixedMul(try,viewcos);
	tx = -(gyt+gxt);
	
	if (abs(tx)>(tz<<2))
		return;		// too far off the side

//
// decide which patch to use for sprite reletive to player
//
#ifdef RANGECHECK
	if ((unsigned)thing->sprite >= numsprites)
		I_Error ("R_ProjectSprite: invalid sprite number %i ",thing->sprite);
#endif
	sprdef = &sprites[thing->sprite];
#ifdef RANGECHECK
	if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes )
		I_Error ("R_ProjectSprite: invalid sprite frame %i : %i "
		,thing->sprite, thing->frame);
#endif
	sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];

	if (sprframe->rotate)
	{	// choose a different rotation based on player view
		ang = R_PointToAngle (thing->x, thing->y);
		rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
		lump = sprframe->lump[rot];
		flip = (boolean)sprframe->flip[rot];
	}
	else
	{	// use single rotation for all views
		lump = sprframe->lump[0];
		flip = (boolean)sprframe->flip[0];
	}

//
// calculate edges of the shape
//
	tx -= spriteoffset[lump];
	x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
	if (x1 > viewwidth)
		return;		// off the right side
	tx +=  spritewidth[lump];
	x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
	if (x2 < 0)
		return;		// off the left side


//
// store information in a vissprite
//
	vis = R_NewVisSprite ();
	vis->mobjflags = thing->flags;
	vis->psprite = false;
	vis->scale = xscale<<detailshift;
	vis->gx = thing->x;
	vis->gy = thing->y;
	vis->gz = thing->z;
	vis->gzt = thing->z + spritetopoffset[lump];
	if(thing->flags&MF_TRANSLATION)
	{
		if(thing->player)
		{
			vis->class = thing->player->class;
		}
		else
		{
			vis->class = thing->special1;
		}
		if(vis->class > 2)
		{
			vis->class = 0;
		}
	}
	// foot clipping
	vis->floorclip = thing->floorclip;
	vis->texturemid = vis->gzt-viewz-vis->floorclip;

	vis->x1 = x1 < 0 ? 0 : x1;
	vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
	iscale = FixedDiv (FRACUNIT, xscale);
	if (flip)
	{
		vis->startfrac = spritewidth[lump]-1;
		vis->xiscale = -iscale;
	}
	else
	{
		vis->startfrac = 0;
		vis->xiscale = iscale;
	}
	if (vis->x1 > x1)
		vis->startfrac += vis->xiscale*(vis->x1-x1);
	vis->patch = lump;
//
// get light level
//

//	if (thing->flags & MF_SHADOW)
//		vis->colormap = NULL;			// shadow draw
//	else ...

	if (fixedcolormap)
		vis->colormap = fixedcolormap;	// fixed map
	else if(LevelUseFullBright && thing->frame&FF_FULLBRIGHT)
		vis->colormap = colormaps;		// full bright
	else
	{									// diminished light
		index = xscale>>(LIGHTSCALESHIFT-detailshift);
		if (index >= MAXLIGHTSCALE)
			index = MAXLIGHTSCALE-1;
		vis->colormap = spritelights[index];
	}
}




/*
========================
=
= R_AddSprites
=
========================
*/

void R_AddSprites (sector_t *sec)
{
	mobj_t		*thing;
	int			lightnum;

	if (sec->validcount == validcount)
		return;		// already added

	sec->validcount = validcount;

	lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
	if (lightnum < 0)
		spritelights = scalelight[0];
	else if (lightnum >= LIGHTLEVELS)
		spritelights = scalelight[LIGHTLEVELS-1];
	else
		spritelights = scalelight[lightnum];


	for (thing = sec->thinglist ; thing ; thing = thing->snext)
		R_ProjectSprite (thing);
}


/*
========================
=
= R_DrawPSprite
=
========================
*/

// Y-adjustment values for full screen (4 weapons)
int PSpriteSY[NUMCLASSES][NUMWEAPONS] =
{
	{ 0, -12*FRACUNIT, -10*FRACUNIT, 10*FRACUNIT }, // Fighter
	{ -8*FRACUNIT, 10*FRACUNIT, 10*FRACUNIT, 0 }, // Cleric
	{ 9*FRACUNIT, 20*FRACUNIT, 20*FRACUNIT, 20*FRACUNIT }, // Mage 
	{ 10*FRACUNIT, 10*FRACUNIT, 10*FRACUNIT, 10*FRACUNIT } // Pig
};

void R_DrawPSprite (pspdef_t *psp)
{
	fixed_t		tx;
	int			x1, x2;
	spritedef_t	*sprdef;
	spriteframe_t	*sprframe;
	int			lump;
	boolean		flip;
	vissprite_t	*vis, avis;

	int tempangle;

//
// decide which patch to use
//
#ifdef RANGECHECK
	if ( (unsigned)psp->state->sprite >= numsprites)
		I_Error ("R_ProjectSprite: invalid sprite number %i "
		, psp->state->sprite);
#endif
	sprdef = &sprites[psp->state->sprite];
#ifdef RANGECHECK
	if ( (psp->state->frame & FF_FRAMEMASK)  >= sprdef->numframes)
		I_Error ("R_ProjectSprite: invalid sprite frame %i : %i "
		, psp->state->sprite, psp->state->frame);
#endif
	sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];

	lump = sprframe->lump[0];
	flip = (boolean)sprframe->flip[0];

//
// calculate edges of the shape
//
	tx = psp->sx-160*FRACUNIT;

	tx -= spriteoffset[lump];
	if(viewangleoffset)
	{
		tempangle = ((centerxfrac/1024)*(viewangleoffset>>ANGLETOFINESHIFT));
	}
	else
	{
		tempangle = 0;
	}
	x1 = (centerxfrac + FixedMul (tx,pspritescale)+tempangle ) >>FRACBITS;
	if (x1 > viewwidth)
		return;		// off the right side
	tx +=  spritewidth[lump];
	x2 = ((centerxfrac + FixedMul (tx, pspritescale)+tempangle ) >>FRACBITS) - 1;
	if (x2 < 0)
		return;		// off the left side

//
// store information in a vissprite
//
	vis = &avis;
	vis->mobjflags = 0;
	vis->class = 0;
	vis->psprite = true;
	vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2
		-(psp->sy-spritetopoffset[lump]);
	if(viewheight == SCREENHEIGHT)
	{
		vis->texturemid -= PSpriteSY[viewplayer->class]
			[players[consoleplayer].readyweapon];
	}
	vis->x1 = x1 < 0 ? 0 : x1;
	vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
	vis->scale = pspritescale<<detailshift;
	if (flip)
	{
		vis->xiscale = -pspriteiscale;
		vis->startfrac = spritewidth[lump]-1;
	}
	else
	{
		vis->xiscale = pspriteiscale;
		vis->startfrac = 0;
	}
	if (vis->x1 > x1)
		vis->startfrac += vis->xiscale*(vis->x1-x1);
	vis->patch = lump;

	if(viewplayer->powers[pw_invulnerability] && viewplayer->class
		== PCLASS_CLERIC)
	{
		vis->colormap = spritelights[MAXLIGHTSCALE-1];
		if(viewplayer->powers[pw_invulnerability] > 4*32)
		{
			if(viewplayer->mo->flags2&MF2_DONTDRAW)
			{ // don't draw the psprite
				vis->mobjflags |= MF_SHADOW;
			}
			else if(viewplayer->mo->flags&MF_SHADOW)
			{
				vis->mobjflags |= MF_ALTSHADOW;
			}
		}
		else if(viewplayer->powers[pw_invulnerability]&8)
		{
			vis->mobjflags |= MF_SHADOW;
		}
	}	
	else if(fixedcolormap)
	{
		// Fixed color
		vis->colormap = fixedcolormap;
	}
	else if(psp->state->frame & FF_FULLBRIGHT)
	{
		// Full bright
		vis->colormap = colormaps;
	}
	else
	{
		// local light
		vis->colormap = spritelights[MAXLIGHTSCALE-1];
	}
	R_DrawVisSprite(vis, vis->x1, vis->x2);
}

/*
========================
=
= R_DrawPlayerSprites
=
========================
*/

void R_DrawPlayerSprites (void)
{
	int			i, lightnum;
	pspdef_t	*psp;

//
// get light level
//
	lightnum = (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT)
		+extralight;
	if (lightnum < 0)
		spritelights = scalelight[0];
	else if (lightnum >= LIGHTLEVELS)
		spritelights = scalelight[LIGHTLEVELS-1];
	else
		spritelights = scalelight[lightnum];
//
// clip to screen bounds
//
	mfloorclip = screenheightarray;
	mceilingclip = negonearray;

//
// add all active psprites
//
	for (i=0, psp=viewplayer->psprites ; i<NUMPSPRITES ; i++,psp++)
		if (psp->state)
			R_DrawPSprite (psp);

}


/*
========================
=
= R_SortVisSprites
=
========================
*/

vissprite_t	vsprsortedhead;

void R_SortVisSprites (void)
{
	int			i, count;
	vissprite_t	*ds, *best;
	vissprite_t	unsorted;
	fixed_t		bestscale;

	count = vissprite_p - vissprites;

	unsorted.next = unsorted.prev = &unsorted;
	if (!count)
		return;

	for (ds=vissprites ; ds<vissprite_p ; ds++)
	{
		ds->next = ds+1;
		ds->prev = ds-1;
	}
	vissprites[0].prev = &unsorted;
	unsorted.next = &vissprites[0];
	(vissprite_p-1)->next = &unsorted;
	unsorted.prev = vissprite_p-1;

//
// pull the vissprites out by scale
//
	best = 0;		// shut up the compiler warning
	vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
	for (i=0 ; i<count ; i++)
	{
		bestscale = MAXINT;
		for (ds=unsorted.next ; ds!= &unsorted ; ds=ds->next)
		{
			if (ds->scale < bestscale)
			{
				bestscale = ds->scale;
				best = ds;
			}
		}
		best->next->prev = best->prev;
		best->prev->next = best->next;
		best->next = &vsprsortedhead;
		best->prev = vsprsortedhead.prev;
		vsprsortedhead.prev->next = best;
		vsprsortedhead.prev = best;
	}
}



/*
========================
=
= R_DrawSprite
=
========================
*/

void R_DrawSprite (vissprite_t *spr)
{
	drawseg_t		*ds;
	short			clipbot[SCREENWIDTH], cliptop[SCREENWIDTH];
	int				x, r1, r2;
	fixed_t			scale, lowscale;
	int				silhouette;

	for (x = spr->x1 ; x<=spr->x2 ; x++)
		clipbot[x] = cliptop[x] = -2;

//
// scan drawsegs from end to start for obscuring segs
// the first drawseg that has a greater scale is the clip seg
//
	for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
	{
		//
		// determine if the drawseg obscures the sprite
		//
		if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
		(!ds->silhouette && !ds->maskedtexturecol) )
			continue;			// doesn't cover sprite

		r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
		r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
		if (ds->scale1 > ds->scale2)
		{
			lowscale = ds->scale2;
			scale = ds->scale1;
		}
		else
		{
			lowscale = ds->scale1;
			scale = ds->scale2;
		}

		if (scale < spr->scale || ( lowscale < spr->scale
		&& !R_PointOnSegSide (spr->gx, spr->gy, ds->curline) ) )
		{
			if (ds->maskedtexturecol)	// masked mid texture
				R_RenderMaskedSegRange (ds, r1, r2);
			continue;			// seg is behind sprite
		}

//
// clip this piece of the sprite
//
		silhouette = ds->silhouette;
		if (spr->gz >= ds->bsilheight)
			silhouette &= ~SIL_BOTTOM;
		if (spr->gzt <= ds->tsilheight)
			silhouette &= ~SIL_TOP;

		if (silhouette == 1)
		{	// bottom sil
			for (x=r1 ; x<=r2 ; x++)
				if (clipbot[x] == -2)
					clipbot[x] = ds->sprbottomclip[x];
		}
		else if (silhouette == 2)
		{	// top sil
			for (x=r1 ; x<=r2 ; x++)
				if (cliptop[x] == -2)
					cliptop[x] = ds->sprtopclip[x];
		}
		else if (silhouette == 3)
		{	// both
			for (x=r1 ; x<=r2 ; x++)
			{
				if (clipbot[x] == -2)
					clipbot[x] = ds->sprbottomclip[x];
				if (cliptop[x] == -2)
					cliptop[x] = ds->sprtopclip[x];
			}
		}

	}

//
// all clipping has been performed, so draw the sprite
//

// check for unclipped columns
	for (x = spr->x1 ; x<=spr->x2 ; x++)
	{
		if (clipbot[x] == -2)
			clipbot[x] = viewheight;
		if (cliptop[x] == -2)
			cliptop[x] = -1;
	}

	mfloorclip = clipbot;
	mceilingclip = cliptop;
	R_DrawVisSprite (spr, spr->x1, spr->x2);
}


/*
========================
=
= R_DrawMasked
=
========================
*/

void R_DrawMasked (void)
{
	vissprite_t		*spr;
	drawseg_t		*ds;

	R_SortVisSprites ();

	if (vissprite_p > vissprites)
	{
	// draw all vissprites back to front

		for (spr = vsprsortedhead.next ; spr != &vsprsortedhead
		; spr=spr->next)
			R_DrawSprite (spr);
	}

//
// render any remaining masked mid textures
//
	for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
		if (ds->maskedtexturecol)
			R_RenderMaskedSegRange (ds, ds->x1, ds->x2);

//
// draw the psprites on top of everything
//
// Added for the sideviewing with an external device
	if (viewangleoffset <= 1024<<ANGLETOFINESHIFT || viewangleoffset >=
			-1024<<ANGLETOFINESHIFT)
  	{	// don't draw on side views
		R_DrawPlayerSprites ();
	}

//	if (!viewangleoffset)		// don't draw on side views
//		R_DrawPlayerSprites ();
}


